A COMMUNITY CREATED Hack'n Slash RPG where players can team up and tackle exciting adventures made by other community members in our in-game Adventure Construction Kit - It's DIABLO meets LITTLE BIG PLANET!

July 26

Now that we are wrapping of our PAC-MAN 256 development (for the moment anyway), we have been spending more time back in FTD land, working on cool new stuff, improvements to existing stuff and bug fixes.

We don't have any timelines on when or in what order these will come out as some are very big things to complete, but here is a list of stuff we have done already or are currently working on.

New Special Attack loadout system

We are adding 4 new special attacks per character class, and a new loadout system so you will be able to choose which attacks you take into adventures. These abilities will unlock every 5 levels, the way the original 4 did.

New logic items in ACK

We've moved the logic items into their own new menu (out of entities) to make room for some new exciting additions.

Random node - can have up to 5 outputs and one will randomly fire

Camera Shake node - Allow creator to shake the camera

SFX clip node - Allow creator to play a sound clip from a pre selected list

Enhanced 2-4 player difficulty system

We have re-vamped how difficulty works for 2-4 player games - not just HP and damage adjustments, but certain enemies can now attack more than 1 player at a time, and spawning enemies can spawn more minions etc. Enemies can also attack faster as more players join the game + more...

AI behaviour and pathfinding improvements

We've really improved enemy pathfinding and movement ability, fixing a bunch of areas where enemies used to get stuck, or where they would try to move through props to get to the player on the other side.

Polish Polish Polish

We have been polishing UI, making UI animate in and out instead of popping in and out, fixing lights that pop off, added more effects and other general little things that might not be noticeable, but that will just make the game feel more polished.

Other general cool things

You can now turn off the "are you sure" message in the LootShrine for unequipped high rarity items when donating!

You can now lock items in your inventory to prevent you from accidentally dropping or donating them!

We removed player v player physics/collisions in split-screen and online games - It didn't really add anything to the experience, but at high latency it was annoying.

New "on 50% HP" event on enemies so you can make stuff happen when an enemy loses half it's HP

June 18

First of all, welcome to all of our new players! We were lucky enough to be selected as a featured discount in the Monster Game, so we’ve had a huge influx of new players! For anyone who missed out, Fight The Dragon is still 80% off for the next 12 hours, so be sure to tell all of your friends!

We’re pushing a minor update today to fix a few small issues/bugs that have cropped up, if you come across any more issues in-game be sure to let us know in the Discussions.

Some of you have brought up an issue with XP not being distributed correctly in multiplayer games - we’re still actively investigating this. The Difficulty settings fix detailed in the change list may have been responsible for this, however we haven’t been able to reliably reproduce this internally. If you still believe XP is being distributed incorrectly after this patch, please let us know in the Discussions area.

1.0.9 (Build 8.4) Change List

Fixes

Fixed Fighter class ragdolls not sinking into ground when walked over

Fixed not being able to raise props in the ACK (KB and Controller)

Fixed online games caching a character's loot if a player leaves a game and rejoins with a different character

Fixed several issues with Difficulty Settings not being correctly synced in multiplayer games

Fixed character progress not being reverted correctly when exiting a multiplayer game

Fixed Online Game UI not closing correctly when leaving a multiplayer game

Fixed Keyboard bindings being reverted to default when clicking the X symbol in the top right

Summoned enemies now go into attack mode on spawn, rather than copying their summoners mode.

Update to Unity 5.1 - this is an internal change and shouldn’t (hopefully) have any visible differences

Players can play single player, local split-screen couch co-op (2 players) or online multiplayer (4 players) to complete 10-15 minute adventures in a non-linear order, which allows players to jump in for a quick fix or play multiple adventures over longer play sessions. Collect loot, level up, conquer enemies and become a master adventurer!

Become the ultimate Dungeon Master you always dreamed of being!

Fight The Dragon ships with a highly flexible in-game Adventure Construction Kit (ACK) that allows players to design, play and share their own adventures with other players on all platforms around the world.

The ACK (as is the gameplay) is designed to be as intuitive to use via a gamepad as it is via mouse and keyboard. Creators are able to sculpt and paint environments, place props, enemies, NPCs, Traps, checkpoints and other key game elements including hooking up basic logic systems for switches/gates and traps.

The Fight The Dragon community have already published over 1600 fantastic adventures, which means we have hundreds of hours of gameplay already created.

Dragon Battle Arena

As heroes complete adventures and reach milestones, they earn tickets that allow them to go “Fight The Dragon” in the ultimate dragon battle arena.

Every player has their own dragon to fight, and each dragon has MEGA HP, so killing your dragon will require many encounters and a lot of skill. The damage you do to your dragon is persistent between play sessions, so collect as many tickets as you can and go battle it out! Each ticket grants the player 3 lives, but be warned, there are more ways to die in the dragon arena than just the dragon, so stay alert!

I have really been enjoying Fight the Dragon. Because of the nature of the game, no adventures are too long. It's fun, especially if you only have a few minutes, to play an adventure or two. I like the reward system where you use loot to take a chance on better equipment or other upgrades after your adventures. The leveling system is nice because you don't seem to get too overpowered too quickly and the fight with the dragon, at least at this point, seems to be a big challenge. The creator tool is a lot of fun. It's easy to use and you can quickly learn to make a decent adventure. There are a ton of user-created adventures and many of them have been very good. There are some good guides available. The graphics fit the game nicely and are very reminiscent of Little Big Planet, MySims, etc.

I think you'll really enjoy the game if you're in to RPGs, Hack n Slash and loot collection, especially if you can get it on sale!

Edit: The more I play this game, the more I like it. There are some really creative and fun designs being done. It works really well with my XBox wireless controller. I haven't even touched the dragon fight since the first time. I'm just having too much fun with the quick adventures.

I rarely review something because it felt good. My first impressions always dictate if I will like a game or not. Good job to the devs, I liked everything I just experienced and I will play this game for a long time I think! Nice little dungeon crawler. No match to join online due to low community I guess, but you can grab two copies and play co-op with a friend, this is even better. Playing with an Xbox 360 controller was pure joy (you can even scale up the UI to play from the couch haha, little things).

You can download little skins for your character from the Steam Workshop and even full adventures !

Lets keep this review nice and simple.This game is great fun if you have ever enjoyed Diabolo or similar RNG loot drop dungeon crawlers.It is on sale and is superb value for money at moment....too be honest i would be happy to pay the full price for this.multiplayer DOES work and it is fun although intense for a newbie trying to keep up with the other seasoned players.I recommend keeping the defualt keymaps as they are as this is def the best layout for the ingame keys.It also supports game controller that I do not have so cannot offer comment.Great fun so thx all